National Repository of Grey Literature 69 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Maze-based 2D game
Čepelková, Kateřina ; Chlubna, Tomáš (referee) ; Vlnas, Michal (advisor)
This thesis focuses on the design and implementation of a maze generator using cellular automata and other algorithms. The goal is to integrate the generator into a labyrinth game using pathfinding and enemy placement techniques, specifically rejection sampling. The game is implemented in the Godot game engine. The final game features bonus in-game items, unique enemies with their own AI, and a level system. The benefit of the work is a universal maze generator that can be adapted for procedural generation of content in other games and expansion of the possibilities of game content creation.
View-dependent Game Mechanics
Zdeněk, Jan ; Polášek, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor thesis is to create a simple computer game in Unity that is based on a change of perspective. Furthermore, this solution includes procedural level generation, which is implemented using the cellular automaton and the marching squares algorithm. The result is thus a game that falls into the roguelike genre, providing the user with the possibility to change perspective from a top-down view to a profile view. The main task of the player is to reach the highest level and, by gradually upgrading the character, gain an advantage for the next run.
Cellular automatons - 1D and 2D simulator
Sova, Filip ; Šoustek, Petr (referee) ; Matoušek, Radomil (advisor)
This bachelor thesis is focused on design of a cellular automata (CA) simulator. It was implemented in a one-dimensional (1D) and two-dimensional (2D) world. The theoretical part covers the history, basic principles, classification and practical use of CAs, including an overview of libraries in Python. The practical part includes a description of the user interface for defining and visualizing CA using the pygame, pygame_gui and numpy libraries. The result is a user-friendly and flexible simulator that can be used for the study of cellular automata.
Cellular automata and rules defined using genetic algorithm
Goliáš, Darek ; Lang, Stanislav (referee) ; Matoušek, Radomil (advisor)
This bachelor's thesis explores the integration of cellular automata (CA) and genetic algorithms (GA). It briefly outlines the history and principles of CA and GA, including their key components. The theoretical part covers various types of CA, their classification, boundary conditions, and examples of applications. Additionally, it describes genetic algorithms, their representation of population, selection, crossover, and mutation. The practical part involves the design and implementation of a two-dimensional CA with a rule generation system using GA.
Top Down hra s prvky RPG
Heřmann, Pavel ; Bambušek, Daniel (referee) ; Milet, Tomáš (advisor)
The aim of the work is to create a 2D game with RPG elements using the Unity game engine. Collected powerups can be used to fulfill the RPG elements, modifying the character's behaviour. To enrich the game experience, several procedural generation methods are used to create game levels. This thesis describes the design and implementation explaining all three procedural generation methods namely: cellular automata, L-system generating building floor plans and grammar generating graph structure. Furthermore, several algorithms are used to generate the maps: the Bresenham algorithm, BFS, Kruskal algorithm to generate paths between rooms, dilation and random walk algorithm to generate the rooms of the map. Also discussed are other systems that take care of the proper functioning of the game, such as: a save system using JSON format, a combat system using Unity collision elements, boss design and implementation, character movement, and a system for upgrading the player character's abilities. The result is a fully functional game in which the player can visit three different types of maps, collect and then use various upgrades, fight enemies and save their progress.
Intelligent Control of Traffic Lights
Skoták, Miloš ; Samek, Jan (referee) ; Malačka, Ondřej (advisor)
In this thesis is analyzed Multi-Agent system for intelligent control of traffic lights. For the simulation of a real situation was implemented a simulator of a traffic situation written in Java language, which is based on a cellular automata. In Multi-Agent system can be found not only communication between the agent and environment, but also communication among agents. To implement the rules was used extended AgentSpeak language model based on BSD with Jason interpreter. Experiments were done on a real road section in the city Brno.
Simulation of Physical Phenomena Using Cellular Automata
Martinek, Dominik ; Smrčka, Aleš (referee) ; Peringer, Petr (advisor)
This master's thesis deals with modelling and simulation of physical phenomena by cellular automata. The basic methods which model physical phenomena is enumerated and descibed in this thesis. One of the important part of this thesis is a set of demonstration models. Each model is focused on one selected area of physical phenomena. All models are described by transtition rules and the procedure of derivation of these rules is also presented here. There rules were used in implemented models.  Another part of this thesis contains of a simulation application for these models. The real application had been implemented in accord with this design and it has been used to perform the simulation experiments with exemplary models. Results of the simulation experiments are discussed in conclusion of this thesis. One exemplary model had also been adapted for parallel processing. The performances on a computer with different count of working processors were measured and are also discussed in the conclusion of this thesis
Mobile robot path planning by means of cellular automata
Holoubek, Tomáš ; Šoustek, Petr (referee) ; Dvořák, Jiří (advisor)
This thesis deals with a path planning using cellular automata algorithms in a rectangular grid environment. Theoretical part starts with an overview of commonly used approaches for path planning and later on focuses on existing cellular automata solutions and capabilities in detail. Implemented cellular automata algorithms and the commonly used path planning algorithms are together with a map generator described in the practical part. Conclusion of this thesis contains results completed in a special application.
Self-Modifying Cellular Automata
Szabo, Peter ; Drábek, Vladimír (referee) ; Bidlo, Michal (advisor)
This work deals with cellular automata with a concept of self- modification and their comparsion against regular cellular automatons . For this task we constructed a simulator , that lets us define the logic of artificial inteligence, number generator and statistical test, which are used by the automata , on their own . Consequently two experiments are carried out that demonstrate the concept of self- modification .
Procedurally Generated City
Hájíček, Lukáš ; Polok, Lukáš (referee) ; Šolony, Marek (advisor)
This work is about procedural generation of cities. There are defined the different stages of city development and existing methods used to achieve them. The following describes the procedures used to implement a system capable of generating cities. The resulting generator is able to generate cities based on given parameters such as density of streets.

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